Counter-Strike: Global Offensive Update Released

Product Update - Valve

14 sep 2012

Release Notes for 9/14/2012

[ GAME ]- Added third-person gunshot flinch reaction animations for all players- Molotovs and incendiary grenades now explode in mid air if they haven't touched the ground after a small amount of time has passed- Molotovs and incendiary grenades now no longer throw shorter than the other grenade types- Fixed grenades bouncing really high if you threw them straight at the ground- Fixed grenades that don't have a timer (like the smoke) not detonating if they found a spot to continually bounce and not touch what was considered "the ground"- Fixed a bug in bullet penetration where a bullet would penetrate walls much thicker than intended when the first brush the bullet hit was a detail brush.- Fixed a rare case when server reservation would not load correct map on official servers- Flipped MP7 viewmodel fire selector from safety to full-auto

[ UI ]- Fixed spectator glows not updating state often enough which could allow glows to show at the wrong time- Fixed player target ID names not showing properly in some cases when observing/spectating- Fixed the spectator UI showing in Arms Race- Fixed player not auto observing their killer after the death camera if no bot was available to take over- Fixed round in spectator screen not updating if you connected mid round- If all players on a team share the same team tag, the scoreboard and spectator team names will display the players' team name (steam group name)- Improved rendering performance of text UI elements

[ COMMUNITY ]- Added default loading screen for direct connects and custom maps that shows loading progress- Fixed server console say command to deliver text to all connected clients- sv_password can now be set on community dedicated servers when they have no players connected and will be enforced.- Matchmaking: blocking relationships do not prevent direct server joins, they only filter during matchmaking- sv_pure: VPK files contain the necessary hashes so the dedicated servers do not need to compute them at startup but can be checked with the command “sv_pure_checkvpk”